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POscrub

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Everything posted by POscrub

  1. Aliginge: If you want to chat, hop on IRC and join the channel (see first post). Spirit Juice: Why play on pad... when you have KEYBOARD?
  2. kumiho: That you do. I'll try to reverse that unfortunate trend the next time we play, hmmmm? :D Need lots of work escaping/killing little Eddie once he's out, need to tighten up my offense so you can't just hop away for free. Must stop spamming slide head against people, lol. Spirit Juice: Welcome to #R online.
  3. Cola: Played you a series. Sorry for disconning on you earlier.
  4. lol Cola Really sorry about this. Was attempting to setup an arranged game.
  5. GG to everyone I played today. Redbeard: If you saw it with your own eyes, then I won't dispute it. But for myself, I've never had kumiho drop on me.
  6. Order Sol's frame data page is up, so you could check yourself. Only the 1st hit of any level BHB raises the guard bar (all by 14), rest of the hits don't raise it at all. So it kinda sucks now for that purpose.
  7. For whatever it's worth, most accusations of dropping are exaggerated. When you suffer a desync, if you're not paying attention, it'll simply look like you're giving your opponent a huge beating, or if it happens near the end, it totally looks like they screwed up and then left at the end. Plus with some of the more recent patches, they've been messing with the netcode likely, which can result in more desyncs. So yeah. I personally ignore any dropper comments, I'd rather play the person to find out. Kumiho seems like a decent enough fellow, try playing him sometime and form your own opinion.
  8. Zand, it means you hit them so hard, you knocked them off the internet.
  9. 4r5: For GG, Venom, that's actually not a charge partition. What you're actually doing, is starting the charge immediately after pressing 2S, and because of Guilty Gear's fast charge time, you can complete charging and have the CR ready to go after the 2S. You can do standing K, S (2hits), 2S -> CR. This means you do not need the charge time from cr. K from 2K-5c.S(2hits)-2S>CR. So not a partition. Same thing for Guile's combo. You're actually starting the charge after.
  10. [Edit: I realized that the tone of my original post was just really stupid.] Just to be clear, charge partioning in 3S isn't the same as preserving charge. For example, doing Urien's charge down back, dash forward, hold down back immediately after dashing, then finish the headbutt motion. After releasing db, and tapping f,f to dash, Urien has in fact lost his normal charge. More on this in a second. When you do the 2nd part of the charge, charging db after the headbutt, the charge time before and after the headbutt must add up almost precisely to the exact charge time of the headbutt, or the headbutt will NOT come out. So if you find the timing to make the headbutt work, then repeat the same thing, but try to do the headbutt a little later, it won't work. That's what charge partioning means to me. It's not the same thing as retaining charge.
  11. Sadly Charge partitioning is pretty much 3S only. Doesn't apply to GG as far as I know.
  12. Tianyuan: The problem is, in Guilty Gear, moves with 1 frame of startup CANNOT be used as reversals (e.g. Judge Gauntlet). Everyone knows for a fact that Toki can use his counters as reversals. So yeah. Also, just to clarfiy, his projectile counter is not listed as being invincible from frame 0 on. That's the animation for after he reflects a projectile with it. However, he can still wakeup with the counter and flick back fireballs. Bah. From the Old How to Counter Toki thread by nohoho: Okiseme Revisited / Beware the Reversal Sekkakou In an earlier article, Arcadia had said that you could stuff Toki's Sekkakou super if you used an attack that stayed out long enough. The new piece retracts that suggestion. Whether or not you can stuff the super is actually random -- given two identical situations you'll hit him one time and he'll hit you the other. Your likelihood of stopping Toki goes up increasingly with weak normal moves, hard normal moves and then special moves. That being said, I think the way they wrote the super data is kinda stupid, necessary, but still stupid in my opinion. The guys who wrote up the mook INCLUDED super freeze time during the start up of the super. So for example, Toki's Sekkakou super is listed as having 25 frames of startup, 6 active frames, rest recovery. However, the super flash goes off on frame 8, and lasts till 42. During this freeze on frame 8, the opponent is frozen on whatever frame they were in. So effectively, the super has a startup of 7 or 8 (depends on how you want to split hairs) Anyways, getting my point. Tianyuan, based on that chart you provided, here's my take on what's going on. Shin's cr. LK is 7/3/4. Toki's Sekkakou freezes time on frame 8, lasts till frame 42. Invincibility lasts from 0-32. In other words, his invincibility basically runs out DURING the super freeze. So what you're getting is Shin is frozen with his kick out (it's now stuck on it's active frame). Toki waves his hands, but apparently the hitbox on his super is weird, so it fails to connect. We're now at 25+6 => 31 frames done, now moving onto frame 32. Next frame, #33. Toki's invincibility is now gone, the screen is still frozen though. Since Shin's cr. B is still active, game sees, "Oh, Shin's kick is still out, Toki can be hit, Toki gets hit." And Toki gets hit during the super freeze, making it look like his invincibility runs out on the same frame his attack goes off, or something. So long story short: If your move is actually active when the super flash goes off, pray that the game is merciful and decides to have the Sekakkou whiff, in which case because you're move is frozen on an active frame, it'll tag Toki.
  13. tianyuan2k4: Just out of curiosity, where are you getting the invincibility data for Toki's super? It's not on the frame data scans you posted. To be honest, just looking at the frame data, I'm slightly disappointed. Like for Toki's counters, either they have invincibility on the 1st frame, or the startup should actually read 0. Plus there's a lot of notes not there that should be on the mook. Like Toki's Sekakkou should wall bounce on CH.
  14. 106: With the new version, it's now possible to setup the cgi so that you play with only friends (i.e. select people). Old version of the .cgi is still usable though for people who don't care.
  15. GG's to Kira-CAN I have the oddest connection, usually it ends up being that I can either challenge people and can connect fine, or they have to challenge me and it'll connect fine. As you found out, if I challenge you, the connection works, but the reverse causes both of us to crash out. So yeah. If I see you on, I'll keep challenging you, feel free to quit out or reset at any time to let me know that you're done playing. There isn't really a better way of communicating in this game. Unless you want to use some other signal like respects, taunts, set the stage, etc. For whatever it's worth, if Potemkin can CH 2HS you out of your jump stuff as Chipp, you're probably leaving too large a gap when you jump. Since you pretty much lose the round if you get hit by it, you'll definitely want to tighten up your pressure. Also, whenever I play someone for the first time, I'll do silly stuff to try and get feel for what I can and can't get away with. Spam away with slide head and empty jump in potbuster, that kinda stuff. When you get right down to it, if it does work on a particular opponent, there's no reason not to keep doing it, until they start punishing it. GG's to the other people I played today. Challenge me Psylocke..., I'm fairly certain if I challenge you, it'll just jam for sure. Might be I can't connect to you at all this version though.
  16. Fast rushy characters (who's health doesn't suck too much): Sol Jam Testament Order Sol (lol) May (maybe) Sol: See above Jam: Does she use FRC's? Besides FRC throw? Good fast rushdown character, fun to play, decently intuitive to learn. Testament: Easy to understand high/low game. Only FRC needed is for Barney. Once you get on a roll, you can simply steam roller the other guy. May needs dolphin FRC. But the FRC window is huge, so yeah. She's fast, and can dish pretty hard, fun. Her combos do require some work, but eh. Order Sol is hard to win with, but he handles well, easy to pick up to play, intuitive. Even if you lose, it's still entertaining. Plus his health doesn't suck. Early on, you can skip learning AC FRC. Just learn to combo off gunblaze, throw in the corner, spend your meter on RCing 6HS if you score a CH 2S -> 6HS. I personally dislike Ky. Because I feel he's more of a lockdown style character. Fairly safe offense, but the damage doesn't quite feel all that satisfying. Ky is more comfortable winning by placing the other guy in a situation they can't get out of, than beating them to death. Just my 2 cents. If you're new, it's easy to screw up and let the other guy off the hook too much, so Ky looks like below average damage sucky kinda character.
  17. Just out of curiosity, which version of the game? That can affect the choices quite a bit. 1-3: Potemkin. Seriously though, Potemkin was built to be easy to play. Ease of learning: No dash, no air dash, limited movement options. Combos are really simple. Gameplan is simple too. At the low/mid level, there'll be plenty of opportunities to score hammerfalls RC -> pain, or potbuster -> pain. Easy to win with if the opponent isn't used to fighting Pot. Lots of health, forgiving, you can make more mistakes. FRC's: Hammerfall FRC. Pretty much everything else is optional. At low level play, you can even get away with using hammerfall RC. Combo reliance? Combos are short, sweet and to the point. Dont' think anyone else has shorter combos. It's possible you could kill them without comboing, it happens lol. Downside: Boring, not very exciting, very easy to fall into the habit of letting people attack you and trying to slip stuff through, and once u do decide to learn offense, it's hard without being able to dash and stuff. Requires a fairly different approach to fighting in general to succeed. Personally I'd suggest Sol. Cuz like, Sol was built to be easy. 1) Ease of use: Fairly simple character to play. GF FRC to reset pressure, string into bandit bringer kills newbs, basic command grab/counter hit mixup. Has a DP for reversals. Decently mobile, does good damage with one size fits all combos. Simple gameplan which doesn't vary too much fighting different characters. 2) FRC's. Gunflame FRC. Great way to get used to using FRC's, really easy to pick up, and he can go from there. Other FRC's are pretty much all optional. 3) Combo reliance. Well, his combos are pretty much standard fare, fairly universal. Easy to learn. Random volcanic viper does enough damage in Slash to count as a combo. Seriously, when you say "combo-reliant", what's that supposed to mean? You're not gonna kill anyone by hitting single buttons (except for maybe potemkin...lol). Sol's basic air combo is like MvC2's launcher -> magic series, so it should be familiar ground. Stick in sidewinders later.
  18. Lajin: Please read Echang's Guilty Gear XX #R FAQ.(Easily found at GameFAQ's) Scroll down to section 7, Misc stuff EX chars, SP chars (the special colours), Kliff/Justice unlocking is all there.
  19. Quick note: the frame data changes from Slash are highlighted in red on that page. PB in Slash was 4 frames, not 6. The invincibility has always been there, the 3-5F, the throw invincibility has been there since Slash as well (1-16F). Far S is now 12, in Slash it was 13, in #R it was 11. Misc changes: Potemkin is in CH state all the way through dust (.....this makes it even worse, right? lol) Fun fun fun: DAA attack now stays out for 10 years (20 frames). Air throw range lessened from 130->104 ( Awwww ) 6P is slower (13F now from 11) and actually prorates now (BOOOOOOO slightly): 90% 6K has some form of throw invincibility (Woohoo!), but data isn't known (Doh!). Hammerfall break got slightly faster, from 18F to 15F. Megafist got slowed back down to #R standards, 25F startup, Forward Megafist is slightly worse on block (counts as lvl 2 attack instead of 3 as on hit) Judge gauntlet got sped up. Once Pot is in Angry stance, only hits during frames 1-5 will keep him there. 6-10 will trigger the attack, the attack comes out naturally in 10F, instead of 14F as before. Bounces them on hit, but untechable time is only 38F, so you probably have to RC to followup. Slide head startup is slightly faster (25->22), recovery sped up (28->25)
  20. Potemkin's heat knuckle can be parried according to the Arcadia magazine. Which would support your theory G. Blood? Note though, HPB cannot be parried. And I'm unsure if I read it right, but apparently if you parry the Heat knuckle, you can FD the Extend followup. Or something.
  21. "meaty - causing an attack to hit midway into its attack duration in order to decrease the period of time between impact and the natural end of the attack, giving the opponent less time to recover before following up with another attack; most commonly performed after a knockdown " Taken from Majestro's site, www.sonic-hurricane.com. He's a got a great guide for SF terminology (which is applicable to most other 2D fighters) under articles, SF encyclopedia As for the uses, I'm sure you're familiar with them, but I'll type it out anyways Well timed meaties give you a fair chunk more frame advantage than usual, either making unsafe moves safer, safer moves really good setups, making normally hard links easy, allowing for otherwise impossible links, etc. Meaties also ensure that if the other guy wakes up with anything other than wake up throw, moves that are instantly invincible (backdashes, DP's, some supers, etc.) or block, they'll get nailed. For example, everyone's favourite meaty, Ky 6HS. Recovered fast enough to dodge dragon punches, and if they blocked it, you could do whatever you wanted. I personally find meaties more useful in CvS2, but that's cuz it's my main game, and there's a whole lot more links in that game, plus there's a lot more moves that stick out for a long period of time.
  22. FAQ linked on the first page section 3, Burst Gauge will give u the basic answers you need.
  23. 4r5: Gatlings don't start on the 1st frame of recovery. As soon as the move hits, 1st active frame, you can cancel it. [Edit] If you require a simple test: Robo-Ky on crouching Pot 5P -> 6HS lvl 1 combos 5P -> 6HS lvl 2 will fail And if gatlings cancelled at the end of the active frames, Pot couldn't do 5S 5HS and have it combo on crouchers. [Edit 2:] Yes. (until someone proves me wrong, lol)
  24. The idea is closer. JI = jump, but quickly press the button before character jumps. (fast) TK = input motion, wait for character to be in air, then press button (slower, more delayed button press) Slayer cancels the jump before it finishes, so the timing is closer to JI, no?
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